Pavel Rojtberg

Results 352 comments of Pavel Rojtberg

> Intuitively I'd expect some option to override the near/far clipping per render queue or maybe even per entity. yes, you can set the max rendering distance per entity: https://ogrecave.github.io/ogre/api/latest/class_ogre_1_1_movable_object.html#afe1f2a1009e3f14f36e1bcc9b1b9557e...

all above statements are correct. you want different CPU culling distances for different objects (cloud/ terrain - the rest). FarClipDistance can only be set globally and influences HW and CPU...

you could try to colourise the impostors similar to what is done with grass in the samples

no offense taken, but for reference, you are not quite qualified to judge what paged geometry (PG) is doing ;) You run an outdated copy with custom shaders in stuntrally....

> Still, if PG is processing each vertex of each mesh for page on CPU in 1 thread (is it still so? when creating pages) can you link the source...

> Code is in here IIRC: void WindBatchedGeometry::WindSubBatch::build(), [start](https://github.com/stuntrally/stuntrally/blob/master/source/paged-geom/WindBatchedGeometry.cpp#L124), goes for [each mesh](https://github.com/stuntrally/stuntrally/blob/master/source/paged-geom/WindBatchedGeometry.cpp#L205) and inside for [each vertex](https://github.com/stuntrally/stuntrally/blob/master/source/paged-geom/WindBatchedGeometry.cpp#L205). ah.. this is the batch building. It only happens once per scene...

``` OGRE_MIN_LOGLEVEL=3 python3 ogre_mesh_viewer.py ``` you probably changed the log level too late, so the rendersystem stuff already went through

generally this is true, but the ogre types suffer from https://github.com/OGRECave/ogre/issues/730 however I recently refactored the Vector class which can now fully replace TVector in scape. OTOH IMatrix4 does not...

which rendersystem are you using? works here for me